Posted September 07, 2016
Greywolf1: We continue to disagree in one point, though: I don't want software on my PC to reach out from my PC without my approval. [...] And, by the way, during the time I used to manage a developer team (in a commercial B2B environment), it was an acknowledged design standard not to tamper with the customers' IT environments in an undocumented and for the customers transparent fashion.
Ok, but you can understand the difference between approaching a game and a business software Now, you are understandably more concerned about your network environment, but the majority of VG customers are more concerned with the game working out of the box; TQ has a strong multiplayer component and, like many other games, does not use separated EXEs for SP and MP; I can only imagine the amount of fuss to the support staff from the users if, by default, the developer had decided to turn off MP until explicitly enabled in the options... yes, people are lazy, but still they have already being warned by the box/store page that the game has MP, so why should it be OFF?
So, i would not call that bad QA nor a bad design decision, just a standard practice for a game that's very clearly advertised as having multiplayer
There are tons, and I mean TONS, of softwares, games or otherwise, that do network connections at startup without a previous acknowledgment, be that for update checking or network discovery or whatever, so I'm not exactly sure why this one stands out for you... it's the very reason you, and me too for that matter, use personal firewalls after all
Post edited September 07, 2016 by Antaniserse